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Messages - ZZ

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46
There is no challenge in this. Even on UV standart game you don't get enough exp to advance to level 20. So there is just no challenge aspect in this angel. You're just given free traits. What I suggest is that you get massive amount of expirience, maybe even enough to promote yourself to level 25, but you must fight without using any medkits, spare mods and armor and with constant ammo shortage.

47
Angel of Wisdom is too easy. Better would be if you would have only 2 inventory slots, but 25 free traits at the start. Of course, no exp gain.

48
Somehow I fail to see any serious difference between this and enemy spawning lever besides the fact that this is unavoidable. But most of the time more enemies are a benefit, not a penalty.

49
Requests For Features / Blood Rivers
« on: April 09, 2011, 11:15 »
As for me it seems that it's not right that when you spill big amount of blood into water, water is still clear without any traces of blood. So I propose that if you spill blood into the liquid, the whole flooded area blood counter increases and liquid counter decreases. When there is more blood than liquid, half of the liquid turns into blood, which has the same properties as the water, only colored in red. When there is no liquid in the area, it completely turns into blood. And also, when you spill enough blood onto the ordinary floor, it also turns into blood. Gibbed enemies drop massive amount of blood, instantly turning the cell into blood. Lost Souls and Pain Elementals do not spill blood.

This might need some balancing, because it makes N! easier and viles weaker and Mortuary easier. But it adds some flavor and makes lava and acid areas crossable.

50
Graveyard / Re: Deathwatch OOC
« on: April 08, 2011, 07:07 »

51
Discussion / Re: Most common uniques
« on: April 03, 2011, 15:12 »
While on paper it sounds like pure random, people still have, and what's more interesting - have different most common exotics/uniques. Mine MCU is, apart from the Butcher's Cleaver, is the Necroarmor, and the MCE is the Assault Shotgun, followed by all of the exotic armors.

52
Requests For Features / Re: Ammochain tweak
« on: April 02, 2011, 12:45 »
Maybe don't block neither EE nor SoG after getting ammochain, but block HR and Iro, and add the following effect: when you fire any gun, your accuracy is +2. Always. No matter what you will add, what traits you will pick. The compensation - you can get Int2+MAc combo, which is quite powerful.

53
Bug Reports / [0.9.9.2] Recharging items in the inventory
« on: March 25, 2011, 09:52 »
Rechargeable items, like the Blaster, will not recharge while in the inventory. It's not right, since we pretend that recharging is the property of the weapon, not of the wielder. The exception should be Necroarmor, because it's recharging is the property of the wielder.

54
Discussion / Re: Assemblies and game balance
« on: March 25, 2011, 03:29 »
High Power weapon is 'nerf my weapon' assembly? I actually thought that it was the most OP assembly out of all basics, because of how powerful and accessible high-power plasma is. Then I figured out that 3 power mods are not very rare, so it's main use is on the exotics, which do not accept more than one mod, so this basic assembly makes them do wonders. High power blaster, high power nuclear plasma rifle, high power laser rifle - they all are too much stronger than their unmodded counterparts.

And also, for normal run 'semi-guaranteed' is equal to 'guaranteed'. Since the spawn rate of normal mods is quite high, every assembly that doesn't use unique or exotic mod is semi-guaranteed without visiting any special level. Of course, if the required mods do not show up, the assembly can't be forged, but the probability of this is lower than the probability that your doomguy will successfully clear the Mortuary.

55
Requests For Features / Tweaking the Level-Up Procedure
« on: March 24, 2011, 04:16 »
Instead of what is now, I propose adding a number somewhere on the trait viewing screen, which indicates how many traits a marine can choose. When a marine levels up, this number increases by one, and the trait selection screen automaticaly opens. And you can exit the trait selection screen by pressing the 'Esc' key.

Why this is useful? Because this will allow to take a trait later in game, after the level-up; this will fix the Angel of Pacifism trait-aquiring; this will carry more options for modding, like defining your own exp and leveling up, with the potential of decreasing it.

56
Requests For Features / Re: Weapon hotkey & multiple weapons
« on: March 24, 2011, 04:06 »
Here's the full list of what should be bound to which key:
Spoiler (click to show/hide)

57
Bug Reports / Re: [0.9.9.2] Nothing in the vault
« on: March 24, 2011, 03:55 »
Strange, for me screenshot looks normal. Anyway, here is non-BBCode screenshot

 soul dies.                                                                     
 You dualreload your guns!                                                     
 ##############################################################################
 #........#.....................|}..%.%.........#.......\....||}..............#
 #........#########/#############################...........}.................#
 #......../...........................|.........#.............%...............#
 #.......%#............>..............#}..0.....#..0.............%............#
 #..}.....#...........................#0........#.................}...........#
 #........###############################/#######.............................#
 #........#..................|................../.............................#
 #....0...###+#/#################################...........|...}.............#
 #........#...........}%......0.......          #............}...|............#
 #......}.###################/###################........%......%...|.....|...#
 #.......|#..............................|}.....#...%.........%..}....>..}....#
 #........#############################/#########.............................#
 #........#......./..[.......................%..#..............=..............#
 #.......|#.###@#.#.............................#..0...........==.....}.......#
 #......}.# #...#.#.............................#..0..........==..............#
 #........# #...#.#......0......................#.............===.=...........#
 #........# #####.#.......0................|....#.............=====...........#
 #.....0..#     ..#.............................#............====.............#
 ##############################################################################
 57                         Armor : blue armor [2/2] (53%)                     
 Health: 76%  Exp:  4/24%   Weapon: modified pistol (2d4) [6/6] (T1)           
 cautious                                                    Phobos Base  Lev5 

58
Bug Reports / Re: [0.9.9.2] Nothing in the vault
« on: March 24, 2011, 01:52 »
That's not the vault contents. The vault is only the smaller room inside the bigger. The contents of the bigger room are not supposed to be extraordinary.

59
Bug Reports / [0.9.9.2] Nothing in the vault
« on: March 23, 2011, 14:13 »
The vaults are supposed to store something, and monsters are supposed to be there gurding that 'something'. I don't think that vaults are supposed to store monsters.

You dualreload your guns!                                                     
 Screenshot created.                                                           
 ##############################################################################
 #........#.....................|}..%.%.........#.......\....||}..............#
 #........#########/#############################...........}.................#
 #......../...........................|.........#.............%...............#
 #.......%#............>..............#}..0.....#..0.............%............#
 #..}.....#...........................#0........#.................}...........#
 #........###############################/#######.............................#
 #........#..................|................../.............................#
 #....0...###+#/#################################...........|...}.............#
 #........#...........}%......0.......          #............}...|............#
 #......}.###################/###################........%......%...|.....|...#
 #.......|#..............................|}.....#...%.........%..}....>..}....#
 #........#############################/#########.............................#
 #........#......./..[.......................%..#..............=..............#
 #.......|#.###@#.#.............................#..0...........==.....}.......#
 #......}.# #...#.#.............................#..0..........==..............#
 #........# #...#.#......0......................#.............===.=...........#
 #........# #####.#.......0................|....#.............=====...........#
 #.....0..#     ..#.............................#............====.............#
 ##############################################################################
 57                         Armor : blue armor [2/2] (53%)                     
 Health: 76%  Exp:  4/24%   Weapon: modified pistol (2d4) [6/6] (T1)           
 cautious                                                    Phobos Base  Lev5 

The vault here is absolutely clean and I promise that until I came there was absolutely nothing except lost souls in there and doors were closed. Can post a message log if needed.

60
When firing at some types of monsters, usually imps, in the case where they are killed on the player's current turn, the "crying out in pain" sound will always come along with their "blood gurgling death" sound.  In my mind, if they are killed on the current turn, we should not hear the pain sound, only the death sound, just as we did in the original Doom.  This seems a minor thing, but it can be more serious in the case where the player is shooting into the darkness, and trying to determine when his shots have only injured enemies, and when they have actually killed them.  If both sounds play at once in the case of hitting a single monster, then one can be led to believe that there is more than one enemy hiding in the shadows, one of whom was only hurt by the player's last attack and the other of whom was killed by it.
And also I think I've found the reason of this. While shooting multi-shot weapon, like chaingun, with new animation all shots and their result sounds are played at the same turn. Since for example your second shot can connect but not kill, and the last can kill, you'll hear both the sounds of pain and death. And somehow it's hard to tell them apart. This is how things work in Doom, but I don't think that this is correct. If we pretend that all 4 shots are fired at the same time, then only the last hit should make sound.

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